Has there been a multiplayer first person shooter truly built on SKILL in a decade?

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Hotep
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It's depressing as fukk how the industry has changed. Today's gamers will never give games like these a chance. But will keep buying Call of Duty though.


@Dragonite you just reminded me :patrice: of a co-op game I paused working on for me and a friend to play through called "unreal universe".:jbhmm:
We would play co-op games all the time but he got a military contract as a java programmer in New Orleans. He moved back to Alabama after being offered a higher paying civilian gig and was like ...yo let get some coop in:blessed: ...I was like shyt bruh I can't cause all my projector bulbs blew around the same time:mjcry: ...but I can build us a co-op game to play through online:ehh:
(I actively dev games, so I have spare code laying around at all times :whoa:)


Unreal Universe(in dev)

Note: this wasn't intended to show people, I was both just testing video encoding settings, youtube quality & upload speed along with O.B.S. to see if I could stream games.








Basically it's a co-op game where I take a bunch of fan made made maps / gamemodes and string them together using the single player overworld map & cutscenes in UT3 as filler.:ehh: That said I already had custom gameplay mechanics in from other projects. So I just took those and plastered them in so it feels like a unique experience. I just need to alter the way the weapons work and get the damn correct teammates & enemies to spawn:martin: in the levels.:snoop: shyt just spawns in who ever in fukk they want to each map:damn:
Trying to figure out the execution path burned me out so I put dev down around early dec. ...that said I played it from beginning all the way to credit roll over Christmas(fukked up enemy spawns & all):ehh:



Oh yeah.... basically it's me taking unreal(single player games)
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unreal tournament 99
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and
unreal2004.jpg

Merging them all together in one package by making unreal(SP) the base world everything else happens in. So midway into the single player story co-op missions you can join the "liandri tournament" that works the same way it does in regular UT99 single player which is an actual tourney latter. Between tourney contest(which are broken up as you progress through the co-op missions) you can do "virtual training" which is represented by arcadey UT2004 type gameplay.

Basically the story mode co-op & liandri tournament are more grounded. But when you go into V.R. mission the gameplay will feel more "loose & arcady" like UT2004. Every time you complete a V.R. mission you get boost "tactical cards" you can use in the regular story mode co-op levels on the overworld map.​
That's what I'm shooting for anyway:yeshrug:
...funny thing is it was completely out the blue, cause dude just so happen to ask me to play some co-op when my tv's were broken:pachaha:
 
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Grizzly

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:yeshrug: not my ...or the games fault xbox didn't have players worthy of putting effort to fight.:ehh:
That's like me saying Street Fighter "did not take any skill at all... fun to play? yes.... skillful? no" because of the scrubs that I use to play against down the street from me when I was growing up.
It had nothing to do with the level of players.... because they actually had great players on there who I would run games with on the reg...that's what made it fun...but UT3 was watered down compared to 2004 and the rest of the titles before that.... judging by how UT is looked at now, the rest of the world seems to agree with me on that too :ld:
 

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It had nothing to do with the level of players.... because they actually had great players on there who I would run games with on the reg...that's what made it fun...but UT3 was watered down compared to 2004 and the rest of the titles before that.... judging by how UT is looked at now, the rest of the world seems to agree with me on that too :ld:
:patrice:
Um gone keep it simple bruh :hubie:

1. Side dodging with the impact hammer loaded so that you can avoid incoming fire while still moving toward your target faster than they can run away isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.

2. Shooting the flack cannon shards at the floor in front of your target so that more shards hit them via bounce isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.

3. Using the arc on the bio rifle/flak cannon to fire down/over ledges while not exposing yourself to incoming fire isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.

4. Spotting an incoming (redeemer / avril) missile coming in and shooting them down mid flight isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.

5. Understanding the powerup placement when it was last picked up, how long it likely takes to respawn, and the best routs to control all powerup spawns on the map isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.

6. Hitting the ebrake on the hellbender to wip the back around and quickly setup so that you can quickly get away as fast as possible(it drives slower in reverse) isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.

7. Shooting a shock combo ball up high above your target then peppering the area with shock balls and finally shooting the first shock ball in the distance so that the chain reaction happens in reverse isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.

8. Understanding how long it takes to charge the cannon on the gunners seat of the hellbender so that you can get one shot kills ...and pulling it off(not to mention shooting down avrils) isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.

9. Knowing when/how to use the magnetic balls to knock down fast moving tagets like the manta or flying targets like the raptor isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.

10. Grappling onto flying vehicles so that you can quickly make it to hard to reach, time consuming areas, or quickly make it back with the flag isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.
etc etc etc etc :hubie:


Now with that established, the question then becomes.

well in all games you can....
"....understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal."
...so how does that make UT3 or any other game we are claiming to be skillful in fact skillful in and above these other modern shooters?

The answer would be that while true, all games inherently gives you the ability to...
"....understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal."
...these new games undermine the act by giving you abilities via perks and lvling systems that ultimately serves to undermine or straightup break the utility of skillfully using those base mechanics.

If I run with a teammate and both of us are using the link guns ability to increase dmg in close proximity, that's skillfully using the base mechanics everyone has access to at almost any time.
If I run out doing increase dmg because I simply picked some random perk noone else has yet that throws off the base mechanics of the game(no it doesn't eliminate those base mechanics)


Conclusion:
This tread ...or rather my interpretation of it:whoa: Is about how modern shooters undermine the need to...
"....understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal."
...by constantly giving you perks and abilities essentially cause you've played for an extended period of time and racked up some kills.

It's the ultimate participation trophy

participation-trophy-222ys5z.jpg

But these trophies give you the ability to run as fast and throw as far as the people who really (worked for/was born with) it.

636023431796650056-1996807318_participation-trophy-l.jpg


This thread isn't about whether you personally felt the need to delve into the base mechanics of UT3 with your cohorts on xbox360. :yeshrug:
Again I've played a hell of alot of games of Street fighter with scrubs while younger and I only delved into the mechanics enough to deal with them.
That says less about SF and more about my competition:hubie:

:yeshrug::ehh:

Not my prob....I've been around UT long enough to know people were throwing all kinds of shade at UT200(3/4) also in terms of everything from
....superficial things like character design "mr. crow" :francis:
....to movement / level design (the wall & double jumps bringing a need for huge/scaled levels some people didn't like)
....Issues with the shield gun throwing off matches
etc etc

UT3 didn't kill anything in my opinion, it simply furthered the same things that was going on in the community anyway
I.E. people with a vested interest in their fav version shytting on the other ones

Has there been a multiplayer first person shooter truly built on SKILL in a decade?
I stand by my position. :hubie:
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The real issues
1. The UT community(like most shooter communities) split with each release making each sub-community smaller(this isn't a prob as long as you bring in new fans)
2. Without the "modern" perks & lvling systems you are not going to bring/keep new people because it feels dated/redundant doing the same things over and over without a larger goal to work towards.

If we aren't talking about those two things above we ain't talkn bout shyt bruh :francis:

I've been playing these arena shooters since my daddy came home from the galleria with a shareware version of wolfenstien for our Packard bell PC. That was way back when mofos was playing police/kings quest, myst, and shyt.:wow:

That said the thing with arena shooters is they need to add something to cover up the monotony. The gameplay mechanics can be top notch but doing DM & CTF over and over for no obvious reason or gain :francis: They need some kind of meta game layer that sits over the combat.

1. World conquest mode
2. Tournament mode
3. Sudo story / persistent world
4. etc etc

They need something for players to work towards or they can easily get caught up in the monotony of sameness.:jbhmm: .........thats all I got :hubie:
 
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